Building phase: place tapped into resource zoneTap: {P}Tap: {P}{P} only for built aviation. This plants cannot be used as other resources. This Plants can be used as payment for units, which cost irreplaceable resources

Fighter gains -1/0 and bombing power 2Fighter can attack to the 1st line and can be intercepted by opponent's FightersAnti-aircraft automatic guns can supported units, which are under bombingBuilding phase, {D}: withdraw Bomb rack from Fighter and take into hand

First line unitTap, Tap Ju-52: Airborne force hit to opponent's 2nd line unit or resource with hit power 3End of attack phase, on 1st opponent's line have not untapped units or was Breakthrough to the 2nd line: place Airborne force into own 1st lineEnd of attack phase, on 1st opponent's line there is untapped units: place Airborne force into losses pileCan lead out into 1st or 2nd lineVeteran

Second line unitTargetted attack to the 1st lineCan block land attacks to the 1st line and support attacked units, with bombing powerCan intercepted by fighter, when attack, block and support, without bombingCan fight against anti-aircraft automatic gun, which support attacked unitBomber or units, which doing breakthrough on 2nd line, destroyed Il-2 (destroying airfield)For attack, block and support: {F}

[Transport aircraft]Own Building phase: place tapped into resource zoneTap: 1 any resourceTap: cancelled effect of The Stalingrad Cauldron until end of turnUse together with other cards (air landing troops etc.) with rules for bombers (intercepted by opponent's fighters, anti-aircraft artillery's support of target)

First line unitBeginning of opponent's attack phase, Tap, {D}: until end of turn power of opponent's Howitzers support decrease by 1. Opponent cannot use Mortars. Beginning of opponent's attack phase, If Opponent not attacked in previous turn, Tap, {D}{D}{P}{P}: all 1st line units gains in defense 0/+1 until end of turn.

First line unitBeginning of opponent's attack phase, Tap, {D}: until end of turn power of opponent's Howitzer's support decrease by 1. Opponent cannot use MortarsBeginning of opponent's attack phase, If Opponent not attacked in previous turn, Tap, {D}{D}{P}{P}: all 1st line units gains in defense 0/+1 until end of turn

Own Building phase: Opponent cannot exchange other resources into {F}Attack phase, if Opponent placed into losses pile new-built Fighter or Anti-aircraft gun: place this card into losses pileEvery turn: {F}

First line unitTap, {D}{P}: laying mines (at Beginning of opponent's attack phase select anyone own unit. Opponent's land units cannot targetted attack mined unit until end of turn)Tap, {D}: cancel laying mines to one opponent's unitTap, {D}{D}{P}{P}: destroy opponent's fortification Can lead out into 1st or 2nd line

First line unitTap, {D}{P}: laying mines (at Beginning of opponent's attack phase select anyone own unit. Opponent's land units cannot targetted attack this unit until end of turn)Tap, {D}: cancel laying mines to one opponent's unitTap, {D}{D}{P}{P}: destroy opponent's fortification Can lead out into 1st or 2nd line

Light and Medium tanks gains MobilityArmoured units gains +2/+1 in combat engagementInfantry gains -1/0Artillery gains +1/-1Opponent can destroy Steppe, if make Breakthrough to the 2nd line with total attack power 1

Building phase: place tapped into resource zoneTap: {P}Tap: {P}{P} only for built armoured units. This plants cannot be used as other resources, also cannot be used as payment for Vehicle recovery. This Plants can be used as payment for units, which cost irreplaceable resources

Building phase: place tapped into resource zoneTap: {P}Tap: {P}{P} only for built armoured units. This plants cannot be used as other resources, also cannot be used as payment for Vehicle recovery. This Plants can be used as payment for units, which cost irreplaceable resources

Own building phase: anti-aircraft artillery can lead out into 1st lineExisting anti-aircraft artillery not tapped, when move into 1st line Anti-aircraft guns gains +1/+2 in combat with armoured unitsAnti-aircraft automatic guns gains +1/0 in combat with InfantryEvery turn: {P}

All land units cannot targetted attackArmoured units gains -1/-1 in combat engagementInfantry gains +1/+2Artillery gains -1/+1 in combat engagementAviation bombing power decreases by 1Hit power of Preliminary bombardment to each units decreases by 1